Iridar

Make your hunter more epic with custom sounds! #2

21 posts in this topic

HOW TO ADD YOUR OWN SOUNDS

There are several ways to attach custom sounds to events and abilities. The easiest way is to use the TellMeWhen addon:

This addon has a huge amount of features, and can be overwhelming to try and figure out, but it's definitely worth the effort, because you can track almost anything with it.

Basic idea is to create a new icon, that will show on "succesfful cast" combat event, and play a custom sound when that happens. You don't actually need the icon to show up, so check "always hidden" checkbox. 

WeakAuras is a popular alternative that can do this as well.

SOUND REPOSITORY

1. Sounds for activating and deactivating Trueshot and any other burst:

Sound\Spells\SPELL_InfraredHeatFocals_On_01.ogg
Sound\Spells\SPELL_InfraredHeatFocals_Off_01.ogg

These are stored in WoW files, so you don't need to download them, just use these sound paths in TellMeWhen.

2. Marksmanship Hunter Sound Pack (12 files)

DOWNLOAD LINK

Includes: Aimed Shot, Piercing Shot, Counter Shot, Binding Shot (one sound for cast, one for stun), Black Arrow, Arcane Shot, Multi Shot, Bursting Shot, Bloodlust (Heroism, etc), Chimaera Shot (remnant of the old days).

You can configure TellMeWhen yourself or just import this group:

^1^T^SGUID^STMW:group:1NmLcc4uR6x1 ^SPoint^T ^Sy^F-7582816001186868 ^f-48^Sx ^F5757956412528398^f-47 ^Spoint^STOP ^SrelativePoint^STOP ^t^SScale^F6958029018759156 ^f-52^SRows ^N4^SColumns ^N3^SIcons ^T^N1^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.5 ^SName^S19434 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/aimed.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N2^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.5 ^SName^S198670 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/powershot.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N3^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SName^S147362 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/counter.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N4^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SName^S109248 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/binding_cast.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N5^T ^SCLEUEvents^T ^SSPELL_AURA_APPLIED^B ^SSPELL_AURA_REFRESH^B ^SSPELL_AURA_APPLIED_DOSE^B ^t^SType^Scleu ^SSourceUnit^Splayer ^SCLEUDur^N1 ^SName^S117526 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/binding_hit.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SCustomTex^S109248 ^SFakeHidden^B ^SEnabled^B ^t^N6^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S194599 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/black_arrow.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N7^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S185358 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/arcane.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N8^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S2643 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/multishot.mp3 ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N9^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.5 ^SName^S53209 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/chimaera.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N10^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S186387 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/bursting.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N11^T ^SShowTimer^B ^SType^Sbuff ^SName^SBurstHaste;~`178207 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound\shared\sounds\announcer\female\first_blood.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SEnabled^B ^t^N12^T ^SShowTimer^B ^SType^Sbuff ^SName^S34477 ^SShowTimerText^B ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/misdirecting.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SEnabled^B ^t^t^SName^SMM~`Sounds ^t^N81209^S~`~| ^Sgroup^N10 ^^

!!! Put sound files into this folder: World of Warcraft\Sound\MM

3. More sound files (29 files)

DOWNLOAD LINK

Includes: gunshot and blaster sounds, weapon loading sounds, shattered glass. Possible sound effects for A Murder of Crows, Stampede, Kill Command, Cobra Shot.

4. Classic WoW Gunshot Sounds

DOWNLOAD LINK

Warlords of Draenor replaced classic gunshot sounds with new, terrible, muffled sounds. To bring old sounds back, just put the sound files into this folder: World of Warcraft\Sound\Spells

 

This is just an example of what I'm using. I encourage all of you to seek your own custom sounds that would make your gameplay more epic and unique.

STANDALONE ADDONS WITH CUSTOM SOUNDS

BARRAGE

DOWNLOAD LINKS: STANDARD | ALTERNATIVE SOUND (STANDALONE)

MARKED SHOT

DOWNLOAD LINK

TRISTANA'S VOICEPACK FOR GNOME MARKSMANSHIP HUNTERS

DOWNLOAD LINK

Edited by Iridar

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Initially I wasn't gonna bother with using a bow, always preferred a gun, but Thas'dora conquered my heart with a sexy quiver, so I made a complete sound set for a bow as well.

Barrage sound isn't where it should be, but functionality is there if you want to use your own sounds.

This sound set has three components:

1. Addon: Epic Hunter Barrage Alt 2

2. Addon: Epic Hunter Marked Shot Alt

3. A TellMeWhen group for all other shots.

Download this sound pack, and extract it into:

World of Warcraft\Sound\MMA

Then import this TellMeWhen group:

^1^T^SGUID^STMW:group:1NnDLUwimnJj ^SPoint^T ^Sy^F-4991730950986790 ^f-48^Sx ^F6333783077248028^f-49 ^Spoint^STOP ^SrelativePoint^STOP ^t^SScale^F6958029018759156 ^f-52^SRows ^N4^SColumns ^N3^SIcons ^T^N1^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.5 ^SName^S19434 ^SEvents^T ^N1^T ^SType^SLua ^SLua^S--~`<Untitled~`Lua~`Code>~J ~J local~`icon~`=~`...~J ~J --Your~`code~`goes~`here:~J ~J local~`SOUNDS~`=~`{~J ~`~`~`~`"Sound\\MMA\\attack_1.ogg",~J ~`~`~`~`"Sound\\MMA\\attack_2.ogg",~J ~`~`~`~`"Sound\\MMA\\attack_3.ogg",~J ~`~`~`~`"Sound\\MMA\\attack_4.ogg",~J }~J ~J PlaySoundFile(SOUNDS[random(#SOUNDS)],~`"SFX"); ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N2^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.5 ^SName^S198670;~`204147 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/scout_ult.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N3^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SName^S147362 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/counter.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N4^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SName^S109248 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/binding_hit.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N5^T ^SCLEUEvents^T ^SSPELL_AURA_APPLIED_DOSE^B ^SSPELL_AURA_APPLIED^B ^SSPELL_AURA_REFRESH^B ^t^SType^Scleu ^SCLEUDur^N1 ^SName^S117526 ^SSourceUnit^Splayer ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/binding_hit.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SCustomTex^S109248 ^SFakeHidden^B ^t^N6^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S194599 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/black_arrow.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N7^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S185358 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/arcane.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N8^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S2643 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/binding_cast.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N9^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.5 ^SName^S53209 ^SSourceUnit^Splayer ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MM/chimaera.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^t^N10^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^S186387 ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/scout_ult_impact.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^N11^T ^SCLEUEvents^T ^SSPELL_CAST_SUCCESS^B ^t^SType^Scleu ^SCLEUDur^N0.8 ^SName^SЖивость ^SEvents^T ^N1^T ^SAnimColor^S80ff0000 ^SType^SSound ^SSound^SSound/MMA/hunter_heal.ogg ^SEvent^SOnShow ^t^Sn^N1 ^t^SFakeHidden^B ^SSourceUnit^Splayer ^SEnabled^B ^t^t^SName^SMM~`Sounds~`bow ^t^N81209^S~`~| ^Sgroup^N11 ^^

Here is a backup download link for all 3 files.

Edited by Iridar

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wow this is really cool. I'd like one for arcane mage, i want to hear "PEW PEW PEW" every time i cast arcane missles

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Hey Iridar, 

I really like the sounds you found, although I am having some issues with the Marked shot addon. When I looked at the .lua file for it, I noticed that the sound file is triggered to play when the vulnerable debuff is applied or refreshed. This is resulting in a really large sound burst when I cast side winders on targets which are already vulnerable, as the sound file is triggered to play instantaneously many times in this scenario in one large burst.

Is there a way to change the code so that for example the file is only triggered if the vulnerable debuff it refreshed via marked shot, and NOT via sidewinders cast? 

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32 minutes ago, BicV said:

Hey Iridar, 

I really like the sounds you found, although I am having some issues with the Marked shot addon. When I looked at the .lua file for it, I noticed that the sound file is triggered to play when the vulnerable debuff is applied or refreshed. This is resulting in a really large sound burst when I cast side winders on targets which are already vulnerable, as the sound file is triggered to play instantaneously many times in this scenario in one large burst.

Is there a way to change the code so that for example the file is only triggered if the vulnerable debuff it refreshed via marked shot, and NOT via sidewinders cast? 

Huh. I don't actually use Sidewinders so I hadn't considered this issue. Yes, it's definitely possible. I'll get on that some time tomorrow. I'll post a lua code for you and update the addon download links.

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10 hours ago, BicV said:

Hey Iridar, 

I really like the sounds you found, although I am having some issues with the Marked shot addon. When I looked at the .lua file for it, I noticed that the sound file is triggered to play when the vulnerable debuff is applied or refreshed. This is resulting in a really large sound burst when I cast side winders on targets which are already vulnerable, as the sound file is triggered to play instantaneously many times in this scenario in one large burst.

Is there a way to change the code so that for example the file is only triggered if the vulnerable debuff it refreshed via marked shot, and NOT via sidewinders cast? 

Solved the issue. 

Just replace the whole addon's code with this:

SoundChannel = "SFX" -- other channels: master, SFX, Music, Ambience

local SOUNDS = {

"Interface\\AddOns\\EpicHunterMarkedShotAlt\\attack_1.ogg",
"Interface\\AddOns\\EpicHunterMarkedShotAlt\\attack_2.ogg",

}



Marked_Shot_Cast = 0

local frame6 = CreateFrame("FRAME");
frame6:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED");
frame6:SetScript("OnEvent", function(self, event, source, name, unk, unk2, spellID)

	if (event == "UNIT_SPELLCAST_SUCCEEDED") then
		if (source == "player") then
			if (spellID == 185901) then
			Marked_Shot_Cast = 1
			else
			Marked_Shot_Cast = 0
			end
		end
	end
end);

local frame7 = CreateFrame("FRAME");
frame7:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED");
frame7:SetScript("OnEvent", function(self, event, ...)
	local timestamp, type, hideCaster, sourceGUID, sourceName, sourceFlags, sourceRaidFlags, destGUID, destName, destFlags, destRaidFlags = ...

	if (event == "COMBAT_LOG_EVENT_UNFILTERED") then
		if (type == "SPELL_AURA_APPLIED" or type == "SPELL_AURA_REFRESH") then
			local name = select(5, ...)
			local debuff_ID = select(12, ...)
			if (name == UnitName("player") and debuff_ID == 187131 and Marked_Shot_Cast == 1) then
				PlaySoundFile(SOUNDS[random(#SOUNDS)], SoundChannel);


			end
		end
	end
end);

It will play the sound when you refresh or apply Vulnerable only if your last cast was Marked Shot. 

Edited by Iridar
  • Like 1

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Hello, I have been using TMW to add my own personal custom sounds to my skills for a while now. 

 

How did you get the Barrage custom sound to scale its playback with Haste? 

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28 minutes ago, Voltric said:

Hello, I have been using TMW to add my own personal custom sounds to my skills for a while now. 

 

How did you get the Barrage custom sound to scale its playback with Haste? 

I had to write my own addon, I don't think it's possible to do that with TellMeWhen itself. 

I run the /eventtrace chat command and discovered that UNIT_SPELLCAST_SUCCEEDED event fires each time Barrage fires a shot, and attached a sound playback to that event. 

With more haste Barrage fires shots faster, so the event fires faster, and sound plays back faster. There's no actual dependency on haste. 

This is the whole addon: 

local BARRAGE_CAST = {
"Interface\\AddOns\\EpicHunterBarrageAlt2\\bow_shoot_1.ogg",
"Interface\\AddOns\\EpicHunterBarrageAlt2\\bow_shoot_2.ogg",
"Interface\\AddOns\\EpicHunterBarrageAlt2\\bow_shoot_3.ogg",
}

local frame5 = CreateFrame("FRAME");
frame5:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED");
frame5:SetScript("OnEvent", function(self, event, unit, SpellName)
	if (SpellName == GetSpellInfo(120361) and unit == "player") then 
		PlaySoundFile(BARRAGE_CAST[random(#BARRAGE_CAST)], "SFX"); 
	end
end);

The same framework can be used to attach a random sound to any event. It's just usually easier to do with TellMeWhen if you already have a sound library in WoW's folder and doesn't require any code writing. 

TellMeWhen's capabilities are immense, but there are some things it can't do, like this or tracking overkill damage. 

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Hey there, just want to say TellMeWhen addon  is awesome. I understood everything from your video on how to add a custom sounds to abilities. I was able to watch and do it myself with no issues. with that being said for some reason when I sent a sound for Barrage, you only hear it on the start of the cast, not through the whole 2.7 sec cast time. Its like "BOOM" then for the rest of the cast time its the pea-shooter sound., Why is this? I've been trying to figure this out on my own but I'm running into walls. Also those codes you posted how do you even replace them? Like where do you even do that? Thnx for the help.    

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2 hours ago, Ohsnap said:

Hey there, just want to say TellMeWhen addon  is awesome. I understood everything from your video on how to add a custom sounds to abilities. I was able to watch and do it myself with no issues. with that being said for some reason when I sent a sound for Barrage, you only hear it on the start of the cast, not through the whole 2.7 sec cast time. Its like "BOOM" then for the rest of the cast time its the pea-shooter sound., Why is this? I've been trying to figure this out on my own but I'm running into walls. Also those codes you posted how do you even replace them? Like where do you even do that? Thnx for the help.    

Barrage is tricky. TellMeWhen cannot track it properly. Without going into too much technical detail, the easiest way to add sound effects to Barrage is use a standalone addon instead of TMW. You can use any of mine: http://iridar.net/wow-addons-epic-hunter-sounds/#BARRAGE

Feel free to replace the sound effect with your own in the addon folder.

---

To import a group into TellMeWhen, you have to paste its code into a tiny black text field in the bottom right of the TMW configuration window. 

Next to the text field there is an "Import / Export / Restore" button. Press it after you paste the code and follow the menus.

It should look something like this: Import -> From String -> Group X -> Copy whole group -> Create new profile group.

There could be a popup window warning you about importing LUA code. Accept it. 

I'm translating these menu names from Russian, so they could be slightly different in English, but I'm sure you'll find your way. Let me know if you have any difficulties or an idea of a new cool sound effect.

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9 minutes ago, Iridar said:

Barrage is tricky. TellMeWhen cannot track it properly. Without going into too much technical detail, the easiest way to add sound effects to Barrage is use a standalone addon instead of TMW. You can use any of mine: http://iridar.net/wow-addons-epic-hunter-sounds/#BARRAGE

Alrighty, so what would I do or where would I place this folder? Interface>Addons>..? or Just the Sound folder? Being that TMW isn't needed for this Addon. Sorry I lose my way at times.

Edited by Ohsnap

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56 minutes ago, Ohsnap said:

Alrighty, so what would I do or where would I place this folder? Interface>Addons>..? or Just the Sound folder? Being that TMW isn't needed for this Addon. Sorry I lose my way at times.

It's installed like any other addon, into Interface -> Addons.

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9 minutes ago, Iridar said:

It's installed like any other addon, into Interface -> Addons.

It freaking works! You are the BEST bruh. Thnx a lot. Btw you said if we had any ideas for sounds... I think the Kill Command and Dire beast can use more Beastly like sounds. Is there a way to find sounds or pulling a sound from a source and turning it into a ogg/mp3 format? 

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14 hours ago, Ohsnap said:

It freaking works! You are the BEST bruh. Thnx a lot. Btw you said if we had any ideas for sounds... I think the Kill Command and Dire beast can use more Beastly like sounds. Is there a way to find sounds or pulling a sound from a source and turning it into a ogg/mp3 format? 

Check out this Beast Mastery sound pack: http://iridar.net/wow-addons-epic-hunter-sounds/#Beast_Mastery_Sound_Pack_10_files

These sounds can be attached via TellMeWhen. 

Yes, you can get more sounds from other games. This is called "ripping" or "extracting" and it's different for each game.

Sometimes it's as simple as finding .ogg, .mp3 or .wav files inside game folder, but most games package their files, and usually it's a proprietary, encrypted format. These can be opened as well, but requires individual approach for each game. 

I got most of my sound files from Heroes of Newerth, its packages can be opened just by winrar. Extracting Tristana's voice lines from League of Legends was more tricky.

In the end, there is always a surefire way to just record the sound from the game itself, but naturally there can be issues with other sounds getting in the way.

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Hi,

Thanks for the great work!!

Your barrage for bow sound works fine.

However, the EpicHunterMarkedShotAlt does not take any effect. I installed the same way I did for the barrage(install in addon folder)

Is this code problem..? or am I doing something wrong

Edited by huknwow

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9 hours ago, huknwow said:

Hi,

Thanks for the great work!!

Your barrage for bow sound works fine.

However, the EpicHunterMarkedShotAlt does not take any effect. I installed the same way I did for the barrage(install in addon folder)

Is this code problem..? or am I doing something wrong

Well, it's supposed to just work after that. Make sure that the addon is enabled in the "addons" menu on the character select screen.

And see if any of the other Marked Shot addons work.

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Thanks so much for the original gun sounds. Would you be able to do the same with the old sounds for paladins' Hammer of the Righteous and Avenger's Shield impact sounds? I've found the hammer sound effect and made an *.ogg file, but I can't work out what to name it so that it works. Also warriors' execute would be nice.

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10 hours ago, zyrcona said:

Thanks so much for the original gun sounds. Would you be able to do the same with the old sounds for paladins' Hammer of the Righteous and Avenger's Shield impact sounds? I've found the hammer sound effect and made an *.ogg file, but I can't work out what to name it so that it works. Also warriors' execute would be nice.

Sorry, no. It's not my work. Somebody else did it, I'm just reposting. 

In theory, it is simple - we need to just open WoW archive files and find the path to current sound files. However, since blizzard changed the archive format from MPQ to something else, it's not as easy to just open them now, and I wasn't able to figure out how.

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      You may deem some of the advice pretty expected, but maybe the "strategies" I run can still inspire you to wasting less and getting more. But I will still skip the obvious: get as much gold as possible, finish the Brawl every week etc.

      Also Icy Veins (the side you are currently on) has a pretty nice Guide-Section too and I will try not to repeat the hints from there.

      Finally: the hints are mainly for the standard-format.


       
      1.) Know when to stop and save up.

      After purchasing something like 50+ packs you will own nearly all commons, most of the rares, some epics and a few legendaries. So you will draw mainly cards you already own from additional packs. Since drawing cards is much better than crafting them (e.g. you basically save 300 dust, when you draw an epic card you would have crafted otherwise) saving your gold up for the next expansion can be much more valuable than buying more packs for the current set. Just head into your collection from time to time and check all the cards from the set you would have bought packs from. If you realize that you mainly missing out legendaries and a few epics it could be time to stockpile your gold (since the chance of drawing a specific epic or legendary is pretty slim anyways). You should be able to have 3000 to 5000 gold at the start of the next expansion that way.


       
      2.) Only disenchant "useless" cards when you need the dust for a specific reason.

      Sometimes cards that are deemed useless or bad at the beginning of the meta can turn out to be quite powerful later on (e.g. Evolve before and after the release of Doppelgangster). There would be nothing more frustrating than having to craft a card you already disenchanted two sets ago.

      So be very very careful when disenchanting cards that are still legal in standard and never disenchant them only to pile up dust. You can always disenchant a card you own but never take it back.


       
      3.) Use placeholders and build "prototype"-decks first.

      This is a difficult one. Many people want to try out new and innovative decks. This can be quite expensive and you don't know beforehand if the deck will be any good and (most importantly) fun. Thats why it can be a good idea to test out the main functionality of the deck by replacing less important cards with similar (weaker) ones and find out that way if the deck is fun to play with.

      For example: you can play many aggressive decks in the past without (the old) Patches the Pirate by replacing him and the "pirate-package" with other low cost cards. It may be way weaker but the main structure of the deck often stays the same. Other examples would be Cubelock without N'Zoth, the Corruptor or Spell-Hunter without Rhok'delar.


       
      4.) Wait for the meta to settle.

      It is pretty obvious. Don't get carried away by the hype of a new set and craft everything that people call powerful. Cards can quickly fall out of relevance. Not only because they are worse than people thought, but often because the meta turns out to be unfitting for the respective deck. Taunt-Warrior is an example for this. Both Fire Plume's Heart and the Hunter-Quest were hyped, but fell out of relevance rather quickly.


       
      5.) try to craft cards with a wider use first.

      Some cards can only be played in one specific deck and it is pretty obvious from the first spoilers onward that they are. Twin Emperor Vek'lor or basically all the Quests are perfect examples. When you don't know what to play and/or you want to play a bigger variety of decks it can be a good idea to spend your dust on cards that are playable in a bigger range of decks and classes. Obviously neutral cards fit this idea more often.

      Examples are: N'Zoth, the Corruptor for all sorts of Deathrattle-Decks, Kazakus for every type of Highlander-Deck, Alexstrasza or Leeroy Jenkins for combo- or OTK-decks and so on.


       

       
      I play Hearthstone regular since "goblin vs gnomes" and was able to play multiple competitive decks with multiple classes without buying a single pack for real money. But I always had to be very stingy how I spend my resources and I believe that other people have to be too, to get high on the ladder while still having fun and trying out new decks.


      Do you have any additional advices how to get more out of your hard earned gold?

    • By Gudmo
      Good day
       
      I've recently restarted my D3 experience and gone through the last 2 seasons. 
      As many players can connect to I'm not entirely sure what items to keep and which not to.
      I first stacked and compared any legendaries but as the ancient items came along I mostly threw out the normal legendaries.
      Now as Primals are starting to pop up I of course keep all of those, and needless to say I keep best of any unique set item.
      This however is also too much for my meger 8 tabs.
      Is there a guide out there designed to illuminate players on what items to keep (Most useful) and which to throw away (Most useless) ?
      Some items are niche I assume, and some are cross-class useful. Some are only useful for one class and one build.
      But I want most to know what items are utterly and completely useless no matter their rarity.
      I've reviewed this excellent guide by Damien - https://www.icy-veins.com/d3/legendary-item-salvage-guide
      And it does cover alot of what I am looking for but It actually bothers me to see the Set items there as I'd think their mostly a no brainer (At least the class specific ones) and I also agree with many of the comments that many item's are "Cube Only" and thus no need to hoard them.
      Would love to see such a Hoarder's Guide to Diablo 3